Calculate Forward and Right vector fixed gizmo stutter

This commit is contained in:
Antoine Pilote
2023-07-13 17:26:14 -04:00
parent 44597fbe43
commit 13fb6be430
5 changed files with 38 additions and 63 deletions

File diff suppressed because one or more lines are too long

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@@ -204,8 +204,9 @@ namespace Nuake {
ParentComponent& parent = Selection.Entity.GetComponent<ParentComponent>();
if (parent.HasParent)
{
Matrix4 inverseParent = glm::inverse(parent.Parent.GetComponent<TransformComponent>().GetGlobalTransform());
localTransform = inverseParent * localTransform;
const auto& parentTransformComponent = parent.Parent.GetComponent<TransformComponent>();
const Matrix4& parentTransform = parentTransformComponent.GetGlobalTransform();
localTransform = glm::inverse(parentTransform) * localTransform;
}
// Decompose local transform
@@ -217,20 +218,17 @@ namespace Nuake {
glm::decompose(localTransform, scale, rotation, pos, skew, pesp);
tc.Translation = pos;
rotation.w *= -1.0f;
tc.Rotation = rotation;
tc.Scale = scale;
tc.LocalTransform = localTransform;
tc.Dirty = true;
//tc.Dirty = true;
const Matrix4& translationMatrix = glm::translate(Matrix4(1.0f), pos);
const Matrix4& rotationMatrix = glm::mat4_cast(rotation);
const Matrix4& scaleMatrix = glm::scale(Matrix4(1.0f), scale);
const Matrix4& newLocalTransform = translationMatrix * rotationMatrix * scaleMatrix;
//tc.SetLocalPosition(pos);
//tc.SetLocalRotation(-rotationQuaternion);
//tc.SetLocalScale(scale);
//tc.SetLocalTransform(localTransform);
// Decompose global trasnform
Vector3 gscale = Vector3();

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@@ -89,6 +89,7 @@ namespace Nuake
void Camera::SetTransform(const Matrix4& transform)
{
m_View = transform;
}
Matrix4 Camera::GetTransform()

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@@ -24,7 +24,6 @@ namespace Nuake
Vector3 Rotation = { 0.0f, 0.0f, 0.0f };
Vector3 Scale = { 1.0f, 1.0f, 1.0f };
Vector3 Up = Vector3(0, 1, 0);
Vector3 Right = Vector3(1, 0, 0);
Matrix4 m_Perspective;
Matrix4 m_View;
@@ -32,6 +31,8 @@ namespace Nuake
float AspectRatio = 16.0f / 9.0f;
Vector3 Direction = Vector3(0, 0, 1);
Vector3 Right = Vector3(1, 0, 0);
Vector3 Translation = { 0.0f, 0.0f, 0.0f };
float Fov = 88.0f;
float Exposure = 1.0f;

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@@ -48,7 +48,7 @@ namespace Nuake
auto& localScale = transform.GetLocalScale();
const Matrix4& translationMatrix = glm::translate(Matrix4(1.0f), localTranslate);
localRot.w *= -1.0f;
//localRot.w *= -1.0f;
const Matrix4& rotationMatrix = glm::mat4_cast(localRot);
const Matrix4& scaleMatrix = glm::scale(Matrix4(1.0f), localScale);
const Matrix4& newLocalTransform = translationMatrix * rotationMatrix * scaleMatrix;
@@ -116,7 +116,14 @@ namespace Nuake
auto globalRotation = transform.GetGlobalRotation();
auto& trnaslationMatrix = glm::translate(Matrix4(1.0f), transform.GetGlobalPosition());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
camera.CameraInstance->SetTransform(glm::inverse(trnaslationMatrix * rotationMatrix));
Vector4 forward = Vector4(0, 0, -1, 1);
const auto globalForward = rotationMatrix * forward;
Vector4 right = Vector4(1, 0, 0, 1);
const auto globalRight = rotationMatrix * right;
camera.CameraInstance->Direction = globalForward;
camera.CameraInstance->Right = globalRight;
; camera.CameraInstance->SetTransform(glm::inverse(trnaslationMatrix * rotationMatrix));
}
}
}